D&D 5E From Nobles to Knights Rogue's Gallery


log in or register to remove this ad

Neurotic

I plan on living forever. Or die trying.
Quentin Khad of House Adarbrent

Water Genasi Battlemaster 8


Alignment: Chaotic Good
Size: Medium
Type (Subtype): Humanoid (Water? Planar? Elemental?)
Init: +3
Passive Perception: 16

DEFENSE
AC: 20 (15 mithril half-plate +3 dex +2 shield)
HP: 98 (14 + 7 x 12)
Saves: Strength, Constitution
Special Defenses: Acid resistance, Amphibious

[sblock="Level ups"]
[/sblock]


OFFENSE
Speed: 30ft
Melee: Trident +8 / 1d6+5 P (thrown 20/60; two handed 1d8)
Ranged: Harpoon +8 / 1d6+5 P 30/120
Handaxe +8 / 1d6+5 S 20/60
Proficiencies: all weapons, all armors, all shields

STATISTICS
Str 20 (+5), Dex 16 (+3) , Con 19 (+4), Int 12 (+1), Wis 16 (+3), Cha 14 (+2)
[sblock="Base array"]
str 18; con 17; dex 16; wis 15; cha 14; int 12; +2 genasi to CON, +1 water genasi to WIS, +2 ASI to STR
[/sblock]

Feats:
Lucky: 3 luck points per day useable on any d20 roll
Inspiring leader: 10 minutes talk for level + Cha temp HP


Traits: I enjoy sailing into new ports and making new friends over a flagon of ale. Always take friendly wager.
Ideal: The thing that keeps a ship together is mutual respect between captain and crew
Bond: Family, who is my father? My house’s alliance with noble family Moonstar must be sustained at all costs. Nothing is more important than the other members of my family.
Flaw: Family, if anyone is hurt or taken, Khad will go to the end of the seas to get them back or avenge them

[sblock="Equipment"]

Mithril Half-plate: 1750gp (40 lbs)
Trident of fish command 2000gp (4 lbs)
Shield (starting gear) (6 lbs)
2 handaxes (starting gear) (2 x 2 lbs)
4 javelins (2gp) (4 x 2 lbs)
2 daggers x 2 (4gp) (2 x 1lb)

Language proficiency (primordial) 250gp
Language proficiency (elven) 250gp

Healing potion x 2 = 100 gp
Anti-toxin 50 gp
Cartographer tools

Signet ring 5gp
Magnifying glass 100 gp
Manacles 2gp (6 lbs)
Scroll case with 10 sheets 2 gp 1 lb.
Ink bottle 10gp
Empty vials x 5 5gp

Grappling hook 2gp (4 lbs)
TOTAL: 4532gp
Remaining: 478 gp (+10 comes from sailor starting package)


[sblock="Dungeoneer’s Pack (12 gp) and Sailors kit"]
Includes a backpack,
a crowbar,
a hammer,
10 pitons,
10 torches,
a tinderbox,
10 days of rations,
and a waterskin.
The pack also has 50 feet of hempen rope strapped to the side of it

A belaying pin (club),
50 feet of silk rope,
trinket,
a set of common clothes,
and a belt pouch containing 10 gp
[/sblock]



Trinket (sailor): A piece of crystal that faintly glows in the moonlight
Trinket (fighter): A brass orb etched with strange runes
[/sblock]

[sblock="Class Features"]

Second wind: bonus action to regain 1d10 + level HP; recovers at short rest
Action surge: take one additional action; recovers at short rest
Extra attack: each attack action = 2 attacks
Combat superiority: 5/short rest; 1d8; DC 16
Student of war: gain proficiency in one type of artisans tools (Cartographer)
[/sblock]

[sblock="Know your enemy"]
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
• Strength score
• Dexterity score
• Constitution score
• Armor Class
• Current hit points
• Total class levels (if any)
• Fighter class levels (if any)
[/sblock]

[sblock="Protection fighting style"]
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
[/sblock]

[sblock="Maneuvers"]

Goading attack: Target Wis save or at disadvantage to attack anyone but Quentin TENT (+damage)
Menacing attack: Target Wis save or frightened (+damage)
Parry: when hit, use reaction to reduce dmg by SD + Dex
Precision attack: add SD to hit roll
Rally: use bonus action to grant an ally SD + Cha temp HP
Riposte: when missed by melee attack use reaction to attack (+d
amage)
Trip attack: Large- target Str save or prone
[/sblock]

Proficiencies: Athletics (Fighter), Intimidation (Fighter), Perception (Sailor), Stealth (Sailor)
Navigator tooks, Water vehicles
Code:
Skill			Attrib	Mod		Prof	       Total	
Acrobatics		DEX		+3				+3	
Animal Handl    WIS		+3			        +3	
Arcana		INT		+1			        +1	
Athletics		STR		+5		+3		+8	
Deception		CHA		+2				+2	
History		INT		+1			        +1	
Insight		WIS		+3			        +3	
Intimidation	CHA		+2		+3		+5	
]Investigation	INT		+1				+1	
Medicine		WIS		+3				+3	
Nature		INT		+1			        +1	
Perception	WIS		+3		+3	        +6	
Performance	CHA		+2			        +2	
Persuasion	CHA		+2			        +2	
Religion		INT		+1				+1	
Sleight of Hand	DEX		+3				+3	
Stealth		DEX		+3		+3	        +6	
Survival		WIS		+3				+3

Languages: Common, Primordial, Elven

Racial Abilities:
Swimming
Acid resistance
Call to the Wave.
- You know the shape water cantrip (see chapter 2).
- When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

[sblock="Shape water"]
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
[/sblock]

[sblock="Create / destroy water 1/day"]
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
Duration: Instantaneous
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
[/sblock]

[sblock="Image"]
Quentin underwater.png
[/sblock]

[sblock="Description and History"]

Quentin looks like a half-elf, with slightly pointed ears, but his wide shoulders and powerful chest and slight sheen of his skin and emerald green eyes suggest Alu'Tel'Quessir rather then their land-bound cousins. In fact, his sire is a creature of otherworldly origin. Due to his origins, Quentin has some power over water and is capable of breathing both air and underwater as aquatic elves do. His hair is wild and cannot be tamed, however it is forced into shape, soon it is all around his head again. He smells of fresh sea breeze even after bathing in pure water.

Quentin is the child of small indiscretion from Erestreen Moonstar, aunt of the current Patriarch before her marriage. While it is not strange that girls know men before wedding, having a child is generally frowned upon, especially if already betrothed. Quentin was taken into the family as family ward. His lineage cannot be officially confirmed due to marital ties of his mother to Moonstars, his strange blood helps with that since he doesn't look as the rest of the family. Anyhow, he is trusted as first mate on many a ship and is considered "good luck charm" by Adarbrent sailors due to the fact that ships he sails on survive even fiercest storms and were never sunk/capsized.

The nobles of Waterdeep "know" that one of the family sired him, usual suspects being Captains of the fleet or even Patriarch himself. As long as Erestreen is not mentioned, family lets the rumor fly.

I addition to any blessings Deep Sachelas chooses to grant him, Quentin is skilled in the arts of battle, trained by House warriors, sailors and elves in various styles in under various conditions. Wearing his mother-of-pearl half-plate, with trident and net, he is image of the waterborn noble at seas. Acccepted as leader of men and with subtle enough signs of his blood, he leads various expeditions to recover lost treasures and map what they can of the underwater realm. Ties of his birth make him common, if exotic, visitor to population of Alu'Tel'Quessir in Waterdeep harbor.

House Adarbrent
[/sblock]
 
Last edited:

Shayuri

First Post
Whisper
Neutral Human Mystic 8

Str 12
Dex 18
Con 16 (+1 feat)
Int 20 (+1 racial, +2 level)
Wis 16
Cha 15 (+1 racial)

HP 7d8+32
AC 15 (10 + 4 dex +1 cloak)
Prof Bonus +3
Init +4

Race
Variant Human
+1 Int, +1 Cha
Size: Medium
Bonus Feat
Bonus skill prof

Class
Mystic
- Mystic Order: Awakened
** Mind Mastery (gain Mind Meld and Thought Spear)
** Awakened Expertise (Gain 2 skill prof, double prof bonus in one skill)
** Psionic Investigation (10 min concentration, gain info about one item and its past or embed scrying in object)
** Psychic Surge (spend focus to impose disad on target's save vs one of your powers)
** Potent Psionics (add Intmod to all psionic talent damage)
- Mystical Recovery (regain Intmod HP if psi points spent on Order discipline and current HP are 1/2 or less)
- Strength of Mind (Can switch Proficiency bonus from Wisdom to Str, Dex, Con or Cha with short or long rest)

Proficiencies
Armor: Light, Medium
Weapons: Simple
Tools: Dragonchess
Saves: Intelligence, Wisdom, Constitution

Background
Waterdhavian Noble
Kept in Style: While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family’s estate in Waterdeep to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income – the benefit is a line of credit, not an actual monetary reward.

Skills
Perception +6
Nature +8
Athletics +4
Stealth +7
Arcana +8
History +8
Persuasion +5

Languages: Common, Deep Speech, Primordial

Feats
B - Resilient (Constitution)
4 - +2 Intelligence
8 - Mobility

Psionics (Save DC 16)
Psi Points 44; Psi Limit 6
Talents
- Mind Meld (bonus action to telepathically communicate with one person within 120' and sight, no shared language needed)
- Night Eyes (darkvision 30 for 1 hour as action)
- Mind Thrust (5' psychic blast does 2d6+5 psy + 10' push, Int save for no damage/push)
- Thought Spear (120' psychic blast does 2d8+5 psy, int save for no damage)

Disciplines
- Third Eye
Focus: Blindsight 30'
Manifestation: Tremorsense 30', 1 min (1, C, bonus)
Manifestation: Adv on Wisdom checks, 1 min (1, C, bonus)
Manifestation: Truesight 30', 1 min (5, C, bonus)

- Conquering Mind
Focus: Gain proficiency in Deception, Intimidation, Performance, or Persuasion; choose each time focus is applied.
Manifestation: Exacting Query; Ask question as action, int save or answer truthfully (2)
Manifestation: Occluded Mind; As action one visible target within 120' will believe one statement for 5 min, int save (2)
Manifestation: Broken Will; As action one visible target within 120' is charmed until EOINT, can dictate action/move (2)

- Mind Vault
Focus: Gain proficiency in any one skill, weapon, shield, armor or tool; choose each time focus is applied
Manifestation: Borrow Expertise; Bonus action to gain adv on single skill check or saving throw before EONT (2)
Manifestation: Borrow Language; Action to gain full proficiency in one language for 8 hours (5)
Manifestation: Borrow Lore; Action to receive lore from DM about a named specific place, can learn secrets (7)

- Psionic Weapon
Focus: Charge weapon or unarmed w/psionic power; +1 hit/dmg and is magical
Manifestation: Ethereal Weapon; Next attack incurs Dex save instead of to-hit roll, does 1/2 damage on save (1, bonus)
Manifestation: Lethal Strike; Increase damage on a melee attack hit by 1d10 per psi point spent (1-5)
Manifestation: Augmented Weapon; Infuse nonmagic weapon with psionics, +3 to hit/dmg, magic, 10 min (5, C, bonus)

- Iron Durability
Focus: +1 AC
Manifestation: Psionic Recovery; As action spend up to 2 HD (2)
Manifestation: Iron Hide; As reaction gain +2 AC per psi point (1-3)

Equipment
Cash: 5000 - CoP cost

Weapons
Light crossbow, +7 atk, 1d8+4 dmg, 80/320', loading, 5lbs, 25gp
Dagger, +7 atk, 1d4+4 dmg, thrown 20/60, 1lb, 2gp

Armor
Studded Leather, 12+dex, 13lbs, 45gp

Gear
Cloak of Protection, ?
 

KahlessNestor

Adventurer
14noavm.jpg

Name: Zaranina Quenyo
Race: Tiefling
Class and Level: Wizard (Divination) 8
Background: Waterdhavian Noble
Alignment: Neutral Good
Experience: 34,000/48,000

APPEARANCE
Age: 23
Height: 5’5”
Weight: 130 lbs
Eyes: Brown, slit
Skin: Very slight red tint
Hair: Black
Description: The infernal taint in her blood being somewhat weak, Zaranina can usually pass for human. Her horns are small and ebony and she usually keeps them filed down and hidden in her black hair. Her skin tone tends toward “permanent mild sunburn”. It was her eyes that betrayed her, being slit like a cat. She tends to wear dark glasses to hide them.

ATTRIBUTES
Strength: 12 (+1)
Dexterity: 17 (+3)
Constitution: 16 (+3)
Intelligence: 20 (+1 race, +1 Linguist)(+5)
Wisdom: 16 (+1 Observant)(+3)
Charisma: 16 (+2 race)(+3)

AC: 13/16 (Mage Armor)
Initiative: +3
Speed: 30
HP: 58
HD: 8d6

Inspiration: 0

ATTACKS AND SPELLCASTING
Dagger +6 1d4+3/P 20/60
Spell Attack: +8
Spell DC: 16
Hellish Rebuke (1/LR) – Dex save/half DC 14 3d10 fire
Darkness (1/LR)(60’ VM C 10m) 15’ radius sphere

Proficiency Bonus: +3

SAVES
Strength: +1
Dexterity: +3
Constitution: +3
*Intelligence: +8
*Wisdom: +6
Charisma: +3

SKILLS
Acrobatics (Dex): +3
Animal Handling (Wis): +3
*Arcana (Int): +8
Athletics (Str): +1
Deception (Cha): +3
*History (Int): +8
*Insight (Wis): +6
Intimidation (Cha): +3
Investigation (Int): +5
Medicine (Wis): +3
Nature (Int): +5
Perception (Wis): +3
Performance (Cha): +3
*Persuasion (Cha): +6
Religion (Int): +5
Sleight of Hand (Dex): +3
Stealth (Dex): +3
Survival (Wis): +3

Passive Perception: 18
Passive Investigation: 20

PROFICIENCIES AND LANGUAGES
Languages: Common, Infernal, Primordial, Gnomish, Halfling, Deep Speech
Armor: None
Weapon: Daggers, darts, slings, quartersaffs, light crossbows
Tools: Dragonchess set

FEATURES AND TRAITS
Darkvision 60’

Hellish Resistance: Resistance to fire damage

Arcane Recovery (1/day after SR): Recover 4 levels of spell slots of 5th level or lower.

Portent: After a LR, roll 2d20 and record the numbers. Can replace any attack, save, or ability check made by you or any creature you can see with one of those rolls. You must do so before the roll and 1/turn

Expert Divination: When you cast a divination spell of 2nd level or higher using a spell slot, regain one expended spell slot of a level lower than the spell you cast and lower than 5th.

Infernal Legacy: Know thaumaturgy, hellish rebuke, and darkness.

Ritual Casting

Arcane Tradition: Divination

Linguist: +1 Int, 3 languages, create ciphers (DC 18)

Observant: +1 Wis, read lips, +5 to passive Perception/Investigation

Divination Savant: Cost and time to copy divination spells into spellbook are half

Kept in Style: While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family’s estate in Waterdeep to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income – the benefit is a line of credit, not an actual monetary reward.

EQUIPMENT
Money: 1072.46 gp
Wand of Magic Missiles (7 charges)
Dagger
Orb of black onyx (Arcane focus, Clairvoyance focus)
Explorer’s pack (backpack, bedroll, mess kit, tinderbox, 10 torches 10 rations, waterskin, 50’ rope)
Spellbook
A set of fine clothes
Signet ring
Skin of fine wine
Acid
Antitoxin
Scroll case (scroll of pedigree, paper x10)
Climber’s kit
Traveler’s clothes
Component pouch
Grappling hook
Healer’s kit (10/10)
Ink
Ink pen
Perfume
Potion of Healing
Sealing wax
Soap
Tent
Dragonchess set
Riding horse
Bit and bridle
Riding saddle
Saddlebags
Trinket: A tiny gnome-crafted music box that plays a song you dimly remember from your childhood.
Jeweled horn (100 gp Clairvoyance focus)
Pearl (100 gp Identify focus)
Bag of Holding

SPELLS PREPARED
Total: 12
Cantrips: Firebolt, Mage Hand, Minor Illusion, Prestidigitation

1st: Burning Hands, Charm Person, Mage Armor, Magic Missile, Shield

2nd: Detect Thoughts, Scorching Ray

3rd: Counterspell, Fireball

4th: Arcane Eye, Banishment, Greater Invisibility

SPELLS KNOWN (SPELLBOOK)
Cantrips (4):
Fire Bolt (120’ VS) +8 2d10 fire
Mage Hand (30’ VS 1m) 30’ movement, 10 lb
Minor Illusion (30’ SM 1m) sound or image; 5’ cube; physical interaction reveals, or Investigation
Prestidigitation (10’ VS 1h)

1 (4/4):
Burning Hands (15’ cone VS) Dex/half 3d6 fire/+1d6/L
Charm Person (30’ VS 1h) Wis save, adv if in combat; +1cr/L
Comprehend Languages (Ri VSM 1h) Read and understand
Detect Magic (Ri VS C 10m)
Identify (Ri 1m T VSM)
Mage Armor (T VSM 8h) AC 13+Dex
Magic Missile (120’ VS) 3 darts 1d4+1 force/+1 dart/L
Shield (Re VS 1r) +5 AC, no damage magic missile

2 (3/3):
Detect Thoughts (VSM C 10m) 30’ 1cr surface thoughts; probe Wis save and then Int vs Int
Locate Object (VSM C 1h) 1000’
Scorching Ray (120’ VS) 3 rays +8 2d6 fire/+1 ray/L
See Invisibility (VSM 1h)

3 (3/3):
Clairvoyance (10m, 1mi, VSM C 10m)
Counterspell (Re 60’ S) auto 3rd or lower; Int DC 10+spell level; auto if cast higher
Fireball (150’ VSM) Dex/half 8d6 fire/+1d6/L
Tongues (T VM 1h) Understand and speak

4 (2/2):
Arcane Eye (30’ VSM C 1h) – create invisible magical eye. Mentally receive visual information, darkvision, 30’, all directions. As action move eye 30’ any direction, no range limit. Pass through 1” openings
Banishment (60’ VSM C 1m) Cha save; +1 cr/L above 4th
Greater Invisibility (T VS C 1m)
Locate Creature (VSM C 1h) 1000’

PERSONALITY
Traits: The common folk love me for my kindness and generosity.
Despite my noble birth, I do not place myself above other folk. We all have the same blood.

Ideals: It is my duty to protect and care for the people beneath me.

Bonds: I will face any challenge to meet the approval of my family.

Flaws: I hide a truly scandalous secret that could ruin my family forever.

BACKGROUND

Father: Iani Quenyo
Mother: Loina Quenyo
Older brother (heir): Torban
Older sister: Marya
Twin brother: Mordecai

The Quenyo family was founded by Dyran Quenyo nearly a hundred years ago. As such, they are considered relatively nouveau riche, an impression they are desperately trying to shake. Dyran made his fortune in piracy out of Luskan and a bit of a deal with the devil Asmodeus. In the wake of the Spellplague, Dyran left the failing northern city and settled in Waterdeep, where his wealth bought him influence and a bit of notoriety. He increased his wealth by trading with Baldur’s Gate, Amn, and other regions to the south.

The current patriarch of the family is Iani Quenyo, a shrewd and conniving businessman whose fortunes were tied to Dagult Neverember, the Open Lord. Iani even gained a position as one of the city’s Masked Lords and furthered his fortune by aiding Neverember’s rebuilding of Neverwinter to the north, extending the family’s trade network to Neverwinter and Luskan. With Neverember’s deposition as Open Lord, the family is keen to maintain good relations with the new Open Lord Laeral Silverhand.

Zaranina is the youngest of four children and the family’s embarrassing reminder of their roots. While most of the infernal blood in the family has been diluted, Zaranina displays a few of the tiefling traits of her ancestor, which she tries to hide or pass as human. Showing a proficiency for magic, she was sent to study as one of Blackstaff Vajra Safahr’s apprentices.
 


Remove ads

Top